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Last Look at Lorwyn Previews


The full list of Lorwyn Eclipsed is out. I was initially amped for the set, but the latter half of the previews is disappointing. With the caveat that there are a few standout cards, and some diamonds in the rough may exist, the set looks overall weaker for Standard. This is mostly because it's focused on creature types, meaning there needs to be support within Standard. On top of that, typal creature decks need to be in a good place in the metagame.


With lessons as public enemy number one, Standard is in a stronger position than WotC may have expected. Regardless, let's look for a few diamonds in the rough.


Spell Snare
Spell Snare

Spell Snare is an oldie but goodie, and the only reprint I'll focus on from Lorwyn. Its playability is completely contextual. If people are playing a lot of two-mana spells, then Spell Snare is formidable. The card won't see play if the format doesn't have many strong two-mana plays. It's that simple. We still see versions of Izzet Lessons doing well, and the next most popular deck is Simic Ouroboroid. Both Accumulate Wisdom and Badgermole Cub are pivotal two-drops that immediately make Spell Snare a consideration.


I'm interested to see how well a deck like Dimir Midrange can do with more tools like Spell Snare, which Lorwyn is providing. We'll have to wait and see, but Spell Snare is on my list of cards to consider when building decks for upcoming events.



Taster of Wares
Taster of Wares

The goblins archetype has been beloved for years; however, it's been decades since it has been a tier-one deck. Taster of Wares won't change that fact, but it could contribute to an eventual shift. Taster of Wares is the kind of goblin you want at the top of the curve. Ideally, you'd have more goblins in play than they have cards in hand, so it acts like a Thoughtseize effect, as well as allowing you to cast a spell.


Stats-wise, Taster is on par with what you'd want. You also want other goblins to support it, despite it being a more chonky Ravenous Rats on its own.


Taster of Wares is okay, but I don't expect it to see play now. I anticipate it playing a role if goblins can be supported in the future.


Sear
Sear

Sear is a great, efficient red removal spell. It's not unheard of to have two mana for four damage to both creatures and walkers. We've had versions of this in the past, but they all were at Sorcery speed or had restrictions.


Sear could see play in Eternal formats because it can interact with creatures and walkers at instant speed for a better rate than we've typically seen.


This is a solid piece of interaction that we will definitely see played.

Mutable Explorer
Mutable Explorer

Mutable Explorer is interesting. Because it's a changeling, it can contribute to any typal synergy, though that's not its best home. Most importantly, it's similar to Wood Elves, but instead of a Forest, we have a Mutavault.


As far as ramp spells are concerned, this is about as good as you can get for three mana. Both act as threats and pieces of ramp. Even though this is not the kind of creature I'd generally want in a creature deck, it's an awesome way to include a threat in your deck while adding utility.


This card lands right on the edge of being playable in 2026 Magic. It would have been outstanding in the past, but it might be too underpowered now. At the same time, I wouldn't be surprised to see it alongside Badgermole Cub in a rampy-style deck.


We'll have to wait and see, but Mutable Explorer is one to watch.


Flittering Nuisance
Flittering Nuisance

Flittering Nuisance is a solid one-drop that will play well in a low-curve creature deck with cards like Faerie Mastermind. Ideally, when you activate the ability, you can draw multiple cards at once as it sizes up and draw a few cards to get ahead.


Flittering Nuisance is also a nice tool for a deck like Dimir Midrange, where you want to play cheap threats and back them up with cheap interaction. Alongside cards like Spell Snare, I could see a new deck that plays like Mono Blue Flash, providing pressure and interaction for long enough to close the game. I'm curious to see if, and believe it's likely that, Nuisance would have a place in that deck.


This is absolutely on my list of cards to test.


Kinscaer Sentry
Kinscaer Sentry

Kinscaer Sentry is a solid two-drop with the ability to snowball out of control. In a low-curve aggro deck, Kinscaer Sentry attacks to put a creature in play. As your battlefield presence scales, the effect gets more powerful. You want Sentry in a deck that has a high creature density to sustain its powerful ability.


Sentry's biggest downside is its inability to provide value up front. Two-drops don't necessarily need to do that, especially one like this that can run away with the game on its own.


As long as Firebending Lesson is one of the more played cards in the format, Kinscaer Sentry is unlikely to see much play. However, it only takes one powerful white creature deck to put this card on the map.


This card is awesome and would see play in a white creature deck since it's a premium two-drop and would contribute to that deck breaking into the metagame. Unfortunately, it will play poorly against highly interactive decks.



Despite a few other cards I could see getting played in Lorwyn, the set looks weaker for Standard and beyond. I have the Arena Champs coming up, so I will have my eyes glued to Standard's evolution once the set drops online. I'm excited to get into testing and see if I can break something.


As of next week, I'll focus more on Limited, which I've already played a bit of thanks to the early access given to me by WotC as a streamer. See you then.



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